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Stormgate/Frost Giant Megathread - Page 68

Forum Index > General Games
6708 CommentsPost a Reply
Prev 1 66 67 68 69 70 336 Next
RogerChillingworth
Profile Joined March 2010
Chad3132 Posts
January 17 2024 01:24 GMT
#1341
On January 17 2024 04:54 VelRa_G wrote:
Show nested quote +
On January 16 2024 05:46 _Spartak_ wrote:
Artosis casts a closed beta tournament match between Parting and Mixu:



Infernals look so busted rn. Also, Mixu is a great player but Parting is just on another level. These matches not a great showing for Stormgate, IMO.

Excited to play soon though!


I personally do not think PartinG is on another level. In terms of SG, they're pretty close. Can't judge a player by a couple games!
_Spartak_
Profile Joined October 2013
Turkey464 Posts
January 17 2024 06:48 GMT
#1342
Artosis casted the second match of the tournament. This one was more fun and closer:

Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
January 17 2024 23:08 GMT
#1343
I finally found some time to have a look at the game and watch some casts. I am disappointed. The cell shaded, bright colors style was hard to look at when lol came out 15 years ago. This iteration Im seeing now in Stormgate makes me want to look away immediatly.

I know visual preferences differ. To each their own and so on. To me this looks lime a teenager drew it in the early 2000s. Hard to look at for me.
_Spartak_
Profile Joined October 2013
Turkey464 Posts
January 18 2024 19:26 GMT
#1344
A Vanguard mirror this time around:

Harris1st
Profile Blog Joined May 2010
Germany7441 Posts
January 19 2024 09:24 GMT
#1345
On January 18 2024 08:08 Branch.AUT wrote:
I finally found some time to have a look at the game and watch some casts. I am disappointed. The cell shaded, bright colors style was hard to look at when lol came out 15 years ago. This iteration Im seeing now in Stormgate makes me want to look away immediatly.

I know visual preferences differ. To each their own and so on. To me this looks lime a teenager drew it in the early 2000s. Hard to look at for me.


I like the look. Draws me in way more than what ZeroSpace or Tempest Rising look like but like said, personal preference. And I think it's easy on the hardware making it playable for more people as well as raising the maximum people playing the same game. In SC2 4v4 was the max and 800 vs 800 supply was freezing most machines. I think SG plans to have a max of 32 players AFAIK.
Go Serral! GG EZ for Ence. Flashbang dance FTW
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
January 19 2024 10:57 GMT
#1346
On January 19 2024 18:24 Harris1st wrote:
Show nested quote +
On January 18 2024 08:08 Branch.AUT wrote:
I finally found some time to have a look at the game and watch some casts. I am disappointed. The cell shaded, bright colors style was hard to look at when lol came out 15 years ago. This iteration Im seeing now in Stormgate makes me want to look away immediatly.

I know visual preferences differ. To each their own and so on. To me this looks lime a teenager drew it in the early 2000s. Hard to look at for me.


I like the look. Draws me in way more than what ZeroSpace or Tempest Rising look like but like said, personal preference. And I think it's easy on the hardware making it playable for more people as well as raising the maximum people playing the same game. In SC2 4v4 was the max and 800 vs 800 supply was freezing most machines. I think SG plans to have a max of 32 players AFAIK.

Goes to show how visual art is a matter of individual taste. For me it means that any kind of "spectator game" or "esports competition" marketing will fall flat for me in Stormgate.

Talking about hardware limitations. Warno offers 10v10 multiplayer right now. With each player fielding up to, and bigger, the size of sc2 armies. I havent heard of performance issues with that gane mode so far. So it's clearly possible, to have large multiplayer battles with decent graphics.
All that aside, colors choices, should make exactly zero difference in performance. Zelda wind waker bright green, needs exactly the same amount of computing power as displaying a dark olive green color.
iamperfection
Profile Blog Joined February 2011
United States9649 Posts
January 19 2024 14:31 GMT
#1347
how does high-ground work? I haven't seen it explained from my 2 min google search.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=406168&currentpage=78#1551
_Spartak_
Profile Joined October 2013
Turkey464 Posts
January 19 2024 14:50 GMT
#1348
You don't have vision of high ground until a unit attacks you from high ground, in which case you can attack back. Nothing else is implemented yet but they previously talked about how they wanted to make high ground important.
Miragee
Profile Joined December 2009
8716 Posts
January 19 2024 15:29 GMT
#1349
On January 19 2024 23:50 _Spartak_ wrote:
You don't have vision of high ground until a unit attacks you from high ground, in which case you can attack back. Nothing else is implemented yet but they previously talked about how they wanted to make high ground important.


This sounds even less important than in SC2, where it is not very important at all. Sure they said they want to make it important but I have my doubts when the team mainly has a SC2 + WC3 - a game, which is not really known for its impactful highground to put it lightly - background...
_Spartak_
Profile Joined October 2013
Turkey464 Posts
January 19 2024 17:09 GMT
#1350
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.
JimmyJRaynor
Profile Blog Joined April 2010
Canada18030 Posts
January 20 2024 02:44 GMT
#1351
a lot of details were revealed about the Stormgate campaign content on a KickStarter Q&A.

https://www.kickstarter.com/projects/stormgate/stormgate/posts/4009039
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Fango
Profile Joined July 2016
United Kingdom8987 Posts
January 20 2024 03:32 GMT
#1352
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
Miragee
Profile Joined December 2009
8716 Posts
January 20 2024 08:39 GMT
#1353
On January 20 2024 12:32 Fango wrote:
Show nested quote +
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?


In BW there is a chance to miss uphill. For the longest time I was in favour of a flat damage reduction, like you mentioned, instead because I dislike luck-based mechanics in competitive games. However, I have somewhat changed my mind on that in recent years. The advantage of a "x% chance of missing" over "x% damage reduction" is that it is less calculable. This will make players play more conservatively when attacking from low ground which strengthens high ground beyond raw numbers. Now, I'm not entirely opposed to damage reduction but I prefer chance to miss in this instance.
Harris1st
Profile Blog Joined May 2010
Germany7441 Posts
Last Edited: 2024-01-22 10:17:18
January 22 2024 10:15 GMT
#1354
On January 20 2024 17:39 Miragee wrote:
Show nested quote +
On January 20 2024 12:32 Fango wrote:
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?


In BW there is a chance to miss uphill. For the longest time I was in favour of a flat damage reduction, like you mentioned, instead because I dislike luck-based mechanics in competitive games. However, I have somewhat changed my mind on that in recent years. The advantage of a "x% chance of missing" over "x% damage reduction" is that it is less calculable. This will make players play more conservatively when attacking from low ground which strengthens high ground beyond raw numbers. Now, I'm not entirely opposed to damage reduction but I prefer chance to miss in this instance.


The luck based low to highground interaction of BW was absolutely horrible. One bunker could hold the highground vs a ridiculous amount of low attacks speed units like Dragoons
Go Serral! GG EZ for Ence. Flashbang dance FTW
VelRa_G
Profile Blog Joined March 2010
Canada304 Posts
January 22 2024 14:09 GMT
#1355
I think high-ground RNG with a pseudo random distribution like Dota would work just perfect!
Nuda Veritas
_Spartak_
Profile Joined October 2013
Turkey464 Posts
January 22 2024 20:03 GMT
#1356
MaNa uploaded a fun BO3 series against kiwian (oGsTop), featuring a very cool turret rush by kiwian:

Fango
Profile Joined July 2016
United Kingdom8987 Posts
January 23 2024 23:42 GMT
#1357
Finally a close match. Vanguard looks a bit more viable here, even if Kiwian lost the macro games
Zest, sOs, PartinG, Dark, and Maru are the real champs. ROOT_herO is overrated. Snute, Serral, and Scarlett are the foreigner GOATs
Miles_Edgeworth
Profile Blog Joined March 2010
United States141 Posts
January 24 2024 14:40 GMT
#1358
On January 22 2024 19:15 Harris1st wrote:
Show nested quote +
On January 20 2024 17:39 Miragee wrote:
On January 20 2024 12:32 Fango wrote:
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?


In BW there is a chance to miss uphill. For the longest time I was in favour of a flat damage reduction, like you mentioned, instead because I dislike luck-based mechanics in competitive games. However, I have somewhat changed my mind on that in recent years. The advantage of a "x% chance of missing" over "x% damage reduction" is that it is less calculable. This will make players play more conservatively when attacking from low ground which strengthens high ground beyond raw numbers. Now, I'm not entirely opposed to damage reduction but I prefer chance to miss in this instance.


The luck based low to highground interaction of BW was absolutely horrible. One bunker could hold the highground vs a ridiculous amount of low attacks speed units like Dragoons


Isn't that what you'd want out of highground advantage?
JimmyJRaynor
Profile Blog Joined April 2010
Canada18030 Posts
January 24 2024 16:46 GMT
#1359
On January 22 2024 19:15 Harris1st wrote:
Show nested quote +
On January 20 2024 17:39 Miragee wrote:
On January 20 2024 12:32 Fango wrote:
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?


In BW there is a chance to miss uphill. For the longest time I was in favour of a flat damage reduction, like you mentioned, instead because I dislike luck-based mechanics in competitive games. However, I have somewhat changed my mind on that in recent years. The advantage of a "x% chance of missing" over "x% damage reduction" is that it is less calculable. This will make players play more conservatively when attacking from low ground which strengthens high ground beyond raw numbers. Now, I'm not entirely opposed to damage reduction but I prefer chance to miss in this instance.


The luck based low to highground interaction of BW was absolutely horrible. One bunker could hold the highground vs a ridiculous amount of low attacks speed units like Dragoons

I do not mind it because the larger the scale of the combat the lower the luck factor.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Harris1st
Profile Blog Joined May 2010
Germany7441 Posts
January 25 2024 12:48 GMT
#1360
On January 24 2024 23:40 Miles_Edgeworth wrote:
Show nested quote +
On January 22 2024 19:15 Harris1st wrote:
On January 20 2024 17:39 Miragee wrote:
On January 20 2024 12:32 Fango wrote:
On January 20 2024 02:09 _Spartak_ wrote:
A lot of mechanics haven't been implemented yet. There will be high-ground advantage in some form in the final game.

It's odd they haven't shown, or probably decided, on how they're doing this.

I can see vision like in sc2 being an issue because they don't have many air units, and have said they want air units to be weaker. In sc2 all races get air units fairly quick so high ground vision isn't too powerful.

Maybe a flat damage reduction? or a range reduction?


In BW there is a chance to miss uphill. For the longest time I was in favour of a flat damage reduction, like you mentioned, instead because I dislike luck-based mechanics in competitive games. However, I have somewhat changed my mind on that in recent years. The advantage of a "x% chance of missing" over "x% damage reduction" is that it is less calculable. This will make players play more conservatively when attacking from low ground which strengthens high ground beyond raw numbers. Now, I'm not entirely opposed to damage reduction but I prefer chance to miss in this instance.


The luck based low to highground interaction of BW was absolutely horrible. One bunker could hold the highground vs a ridiculous amount of low attacks speed units like Dragoons


Isn't that what you'd want out of highground advantage?


In general, that is okay. Mind you I did say could. It also could have gone the other way. Built in Chance/ luck does not belong into competitive esport. It's okay to have mine drag shots like in SC2 for example because there is skill behind it. But thats just my humble opinion
Go Serral! GG EZ for Ence. Flashbang dance FTW
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